We've been quite busy over the past couple of months for preparing two game shows. Furthermore, we're in the thick of developing for our next game update. The upcoming Water Sector update is set to launch in mid-October, after we attend the Tokyo Game Show and undergo about two weeks of testing.
Also, just today, we rolled out a small update introducing the 'Restaurant' management and parts of the totem system.
Please check out the details below!
Restaurant
You can run the restaurant for a day by selecting four dishes for which you know the recipes. Serving more expensive dishes can earn you more money, but they also take longer to prepare. Customers will get impatient and leave the restaurant if made to wait for too long, so it's crucial to balance your menu appropriately.
Additionally, each restaurant has its regular customers. If you serve dishes that contain ingredients these customers favor, you can receive tips!
In the restaurant, we sell items that can skip the cooking process, and they are also awarded as bonuses at the end of the operation. These will be particularly helpful when making a large number of dishes or when cooking with expensive ingredients.
To operate a restaurant, you'll need a recommendation from the chefs of each restaurant, Olive and Gordon. * If you've previously met Olive and Gordon and completed their quests, you will automatically receive their recommendation upon starting the game. Please take note!
Totem
You can now use the totems imbued with the power of the deities! Equip totems in the four available slots to gain passive effects.
By equipping totems, you can gain additional effects when eating fruits, reduce the cooldown of rolling, and benefit from various other situational bonuses. Totems are intended to be rewards for meeting deities or clearing challenging dungeons.
The totem system will be fully integrated after the Water Region update scheduled for mid-October. With today's update, we've introduced the totem system, allowing players to explore up to two available slots.
Drawing
The process of Baby Ogu drawing a picture diary has been added. By pressing a button, you can see the drawing being completed step by step.
Unlock Maps
A new animation has been added when a region is unlocked by drawing a picture diary.
Update Notice
We've added a notification system to ensure that if previously played content is updated, players won't miss out on the updated content or need to start over from the beginning.
Bug Fixes & Changes
Fixed an issue where maps were not properly displayed in some countries.
The save slot system has been revised. Instead of accessing all save slots while playing, it has been changed to save in each slot individually.
Fixed an issue where players could access the main menu during the Mecha Rat battle.
Resolved an issue where some users were unable to exit the navigation mission after the previous update.
In our latest update, we're making it more intuitive for Support players to help reinforce their squad and team, regional filter for the Server Browser, weapon balancing, class updates and graphical tweaks. As you explore, you'll also find that many aspects of the environment have been retextured. This is a work in progress!
v2.1.3 Patch Notes
Gameplay
Support players will now able to re-supply players by equipping the ammo box and holding 'RMB'
Assault will have 6 bandages instead of 4 bandages
Support will have 6 bandages instead of 4 bandages
Engineer will have 6 bandages instead of 4 bandages
Recon will have 5 bandages instead of 3 bandages
Engineers now will able to repair 98% of the damages instead of 50% - 75%
Players will no longer able to build hesco walls etc on the places where you would spawn by spawning on a flag etc, you can still place stuff inside flag, just not at places where people would spawn
Entering/deploying on tanks will take 2 seconds instead of 4 seconds
Added input buffer for single fire weapons. (No more dead clicks)
There will be icon on barbed wires to indicate if it's friendly barbed wire or not
Dark Flashbang option added to gameplay settings
Anti Vehicle Grenades will detonate on impact with vehicles now
Anti Vehicle Grenade/Mine damage to buildings/walls radius reduced to 2 meters
Grenades will no longer pass through vehicle windows and riot shields
End of Round
End of the round, there will be leaderboard for best XXX during voting
End of the round, random gamemode and random map options will be given on vote screen.
Vehicles
Transport Vehicle physics slightly improved, more work will be done in this area
Pilots will no longer able to pilot helicopters 180º upside down like a spaceship, they will now properly descend when tilted this way
Fixes
Issue with squadmates being considered in combat when they aren't, should be fixed
Laggy player movement (for other players) fixed, (needs to be tested)
Hit detection for mines, claymores, c4, drones fixed
Player wouldn't be able to use C4, mines (placed c4s, mines would be ineffective) if they would place them while switching guns quickly and firing fixed
MK14's previous velocity change properly applied
Ultimax night vision ADS fixed
A bug where water would render on top of smokes fixed.
Fixed a bug where miniguns would continue to fire if the player who used it disconnects
Fixed a bug where sniper sway wouldn't be applied while sitting in vehicles
A rare bug where player animations wouldn't play and player would just float around without any animations fixed
Rare bug - player spawning with no attachments fixed
When there's no room to exit a vehicle, the player will attempt to exit from above.
Vehicle exit causing teleport to the roof of buildings should be fixed (needs to be tested)
UX / UI
Server browser, region filters added.
Light/heavy gadgets will be displayed on the game UI.
Favorite servers will no longer disappear when server changes their name.
The camo & helmets that are unlocked at rank 200 have been moved to Prestige 1, so players can continue using them after choosing to Prestige.
Unable to choose players on map by clicking their name if they are in vehicle fixed.
Unlocking "Empty Gadget" fixed
VISUALS
Minor optimization and improvement of environmental models.
This is the first iteration and more models will be updated over time in the future.
Most models received contoured outlines that will improve the sense of space surrounding the player and make more easy to read a object shape in mono-shaded ambient lighting.
WEAPON ADJUSTMENTS
M9
Damage increased, from 30 to 32
Vertical recoil increased, from 0.4 to 0.8
Horizontal recoil increased, from 0.4 to 0.6
Firerate increased, from 400 to 600
Velocity increased, from 250 to 300
Sound spread lowered, from 600 to 450
Draw speed increased, from 1 to 2
Magazine size increased, from 12 to 13
MP 443
Damage increased, from 25 to 27
Horizontal recoil increased, from 0.1 to 0.3
Velocity increased, from 300 to 350
Firerate increased, from 700 to 750
Sound spread lowered, from 600 to 450
Draw speed increased, from 1 to 2
Magazine size increased, from 16 to 17
USP
Damage increased, from 25 to 30
Vertical recoil increased, from 0.4 to 0.7
Horizontal recoil increased, from 0.4 to 0.5
Velocity increased, from 250 to 320
Firerate increased, from 500 to 650
Sound spread lowered, from 600 to 450
Draw speed increased, from 1 to 2
Magazine size increased, from 12 to 15
Glock 18
Damage increased, from 17 to 19
Sound spread lowered, from 600 to 450
Draw speed increased, from 1 to 1.75
Magazine size increased, from 16 to 19
UNICA
Light damage increased, from 0 to 10
Vertical recoil lowered, from 6 to 5
Horizontal recoil lowered, from 4 to 3.5
First shot kick lowered, from 1.5 to 1.1
Reload speed increased, from 1 to 1.2 (5s to 4.17s)
Draw speed increased, from 1 to 1.5
Headshot multiplier is 1.5x (default was 1.2x for pistols)
RSH12
Damage increased, from 60 to 70
Light damage increased, from 5 to 30
Vertical recoil lowered, from 9 to 5
Horizontal recoil increased, from 4 to 5
First shot kick lowered, from 1.5 to 1.1
Velocity increased, from 350 to 550
Accuracy increased, from 73.75 to 78.75
Reload speed increased, from 1 to 1.2 (4.93s to 4.11s)
Draw speed increased, from 1.2 to 1.3
Running speed increased, from 1 to 1.06
Headshot multiplier is 1.5x (default was 1.2x for pistols)
DESERT EAGLE
Damage lowered, from 90 to 72
Light damage lowered, from 40 to 30
Horizontal recoil increased, from 3.5 to 4
First shot kick increased, from 1 to 1.1
Velocity lowered, from 600 to 500
Running speed increased, from 1 to 1.06
Magazine size increased, from 6 to 7
Accuracy lowered, from 85 to 78.75
Draw speed increased, from 1 to 1.3
Headshot multiplier is 1.5x (default was 1.2x for pistols)
MP7
Damage fall-off START reduced, from 50 to 40
Damage fall-off END reduced, from 200 to 140
UMP45
Damage increased from 28 to 35
Vertical recoil increased from 1 to 1.3
Horizontal recoil increased from 0.65 to 0.9
Firerate reduced from 700 to 650
Damage fall-off START reduced from 50 to 20
Damage fall-off END reduced from 200 to 140
PP2000
Horizontal recoil increased, from 0.5 to 0.7
Damage fall-off START reduced, from 50 to 20
Damage fall-off END reduced, from 200 to 140
PP19
Damage fall-off START reduced, from 50 to 40
Damage fall-off END reduced, from 200 to 150
Kriss Vector
Damage fall-off END reduced, from 200 to 150
MP5
Damage fall-off START reduced, from 50 to 20
Damage fall-off END reduced, from 200 to 140
Honey Badger
Damage fall-off END reduced, from 200 to 150
P90
Damage fall-off START reduced, from 50 to 20
Damage fall-off END reduced, from 200 to 140
Scorpion
Damage fall-off END reduced, from 200 to 140
L86A1
Damage reduced from 32 to 31
Vertical recoil reduced from 1.4 to 1.2
Horizontal recoil reduced from 1.4 to 1
Velocity increase from 600 to 650
Reload speed increased from 1 to 1.05
M249
ADS time reduced from 0.35 to 0.3
Running speed increased from 0.9 to 0.925
The game has been updated to version 2.1.3 September 12th, 2023
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Today we hit a massive milestone as indie developers, releasing our Full Void on Nintendo Switch and Xbox! The game is on discount 20% both on consoles and on Steam!
We are thrilled and excited as we renew our commitment to bring Full Void on more platforms. We'll be seeing our first physical release in a month or so, when Full Void will be out in a cartridge for the Evercade gaming systems. And we will be on PlayStation later in the year.
We hope you enjoy the game on your favourite platform! And if you have one of those amazing gaming setup, we'd love to see it! Post you pictures and show us your gaming cave!
This is a hotfix for a bug that was preventing access to The Hole in some instances as well as some other minor changes. To clarify, The Hole is accessible via the mountain south of the Town.
Changelog: - Fixed bug that sometimes prevented hole access and made it more obvious that it is enterable
- Significantly reduced enemy HP level scaling to hopefully stop them being so tanky later in the game, may remove scaling function altogether or make it toggleable in future update
- Claud in Nyuuville now gives you more cards if you don't have enough to play card beasts with to stop players being unable to play cardbeasts until they get to Goldeka if they lose matches, he also now gives a slightly better set of starter cards
Our game was reviewed by Valve and verified for Steam Deck back when this device was released. However, it turned out that despite Valve's verification, the game didn't display controller glyphs. This made playing FTG on the Steam Deck uncomfortable. Some players even found ways to fix this issue by reconfiguring the controls.
For a long time, we couldn't address the problem because our country was in the midst of a war.
But recently, we acquired a Steam Deck and finally fixed the game's control system, adding the ability to play on this wonderful device.
The update has been added for both the main game and each DLC.